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VrayZDeph element with opacity alpha...

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  • VrayZDeph element with opacity alpha...

    Hello,

    Is it possible to have the VrayZDeph element with opacity alpha...

    For example, a leaf map on a plane + opacity....


    Best regards...
    My Flickr

  • #2
    Does this post need to be in the wishlist or RC4 will correct this ???
    My Flickr

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    • #3
      Z-depth is calculated per polygon (in any other renderer as well, as far as i know).
      Coverage, layers and other channels help mix it in in post application.
      Instead of opacity mapping, you'd have to use clipmapping (2D disp with waterlevel) for the Z to cater for edges.
      Not cheap, but very likely doable.

      Lele

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      • #4
        there is always the use of 3dsmax fog on black materials rendered as different scene. this will take work though

        ---------------------------------------------------
        MSN addresses are not for newbies or warez users to contact the pros and bug them with
        stupid questions the forum can answer.

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        • #5
          The blur atmpass script might do it - get it on scriptspot.com

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          • #6
            Originally posted by studioDIM
            Z-depth is calculated per polygon (in any other renderer as well, as far as i know).
            Coverage, layers and other channels help mix it in in post application.
            Instead of opacity mapping, you'd have to use clipmapping (2D disp with waterlevel) for the Z to cater for edges.
            Not cheap, but very likely doable.

            Lele
            A long time I'be been working with Maya, MR standalone and p_MegaTK shaders and the z-deph was calculate with the opacity maps... and not per geometry...


            Here is the shader :
            http://www.puppet.cgtalk.ru/download/megatk_e.shtml


            Here is the effect with opacity maps...
            http://www.puppet.cgtalk.ru/download/z_e.shtml

            It's very easy to setup because it's all in 1 render... but with vray I need to build a second pass rendering.



            Currently i'm using a material overlay with a fallof with distance blend option....

            All my vegetation stuff have the same multi/sub and I override with another with the distance blend and opacity maps... but it's not very easy to setup... because you have to

            No one knows an easy way to do that ?

            Best regards...
            My Flickr

            Comment


            • #7
              Originally posted by joconnell
              The blur atmpass script might do it - get it on scriptspot.com
              Atmpass will overide all the scene material and the opcacity map will disapear... and the result will be the same as the VrayZdepth pass...
              My Flickr

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              • #8
                The easiest way to do it is to use the fog approach, but you can use this method:

                (*) Turn off the "Lights" and "Default lights" options in the V-Ray Global switches rollout and turn GI off, if you are using it;
                (*) If you are using any color mapping, you'll need to revert to a basic Linear one with 1.0/1.0 multipliers;
                (*) Add a Fog atmospheric effect, check the "Exponential" option and adjust its parameters until you get the result you need.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

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                • #9
                  Thanks Vlado...

                  I'll try it soon...

                  Best regards...
                  My Flickr

                  Comment


                  • #10
                    Hi Vlado

                    I am just learning compositing with Zdepth at the moment and I have to say this is a really disappointing problem to run into and a very complicated work around.

                    I had the problem first in Scanline then I thought vray would be smarter. But no it is also dumb.

                    Can you write a script of change the Vrayzdepth to have the option to be based on maps instead of geometry.

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                    • #11
                      It is in general a problem because if you have objects that are not fully transparent, it is not at all apparent how to calculate the z-depth - it could be anything from the front object, to the back object or anything in between.

                      With that said, I recognize it will probably be useful to have the z-depth working with transparencies, but I remember it was not an easy modification when I last looked at it and I was afraid that something else might break if I changed it... we'll see though.

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

                      Comment

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